Enhanced Spells & Abilities

There are a ton of iconic abilities and spells in FFXI… that could use some love after all of these years.

As the focus on the server is the constant use of weaponskills and rapid combat, adding additional buffs and debuffs adds some flair to the numerous combinations.

Our goal will be to help incorporate some of the additional benefits retail’s Job Points provides… without it getting too overpowered.

These are being tweaked and tuned based on player feedback. cough Obviously the classes played by the dev and GM teams likely have the most attention first. If you’re interested in testing, ping a GM in game!

Several abilities have been altered to better match the play style found on Nocturnal Souls. In addition to tweaks, some jobs have additional abilities and spells not found in retail.

Magic

White Magic

Curative Magic Enmity

The overall enmity of curative white magic has been adjusted to better align with the higher numbers. Following the vein of Cure V and higher, all spells now have a fixed cumulative and volatile enmity rate.

Thief

Dual Wield Skill

Thieves now learn Dual Wield earlier in their career (rather than in the 80+ levels) and are more proficient at it.

DW 1 at Level 20

DW 2 at Level 30

DW 3 at Level 40

DW 4 at Level 50

DW 5 at Level 60

White Mage

Divine Seal

Refills player’s MP to full.

Spontaneity 🆕

White mages focus their thoughts on a single spell cast and cast instantly.

Acquired at Level 50

Instantly cast the next spell.

Can be cast on self or a party member (to be evaluated).

Works like RDM’s Spontaneity to best emulate FFXIV’s Swiftcast.

Sacrosanctity

Drastically enhances magic defense for party members within area of effect.

Increases party members’ Magic Defense Bonus by a flat 75% for the duration of the effect.

This does not stack with other Magic Defense abilities such as Rampart.

Black Mage

Elemental Seal

Refills player’s MP to full.

Spontaneity 🆕

Black mages focus their thoughts on a single spell cast and cast instantly.

Acquired at Level 50

Instantly cast the next spell.

Can be cast on self or a party member (to be evaluated).

Works like RDM’s Spontaneity to best emulate FFXIV’s Swiftcast.

Bard

All Songs

Songs have a reduced casting and animation time to allow them to be more easily woven between weaponskills and other abilities.

2 seconds -> 1.5 seconds

4 seconds -> 2.0 seconds

8 seconds -> 2.5 seconds

Threnody Songs

Threnody songs now apply a 1 minute en-spell of their corresponding element to the bard. The potency of the enspell is based on the bard’s singing skill, not their enhancing skill.

Sword Skill

Bard is now ranked B in sword skills.

Dagger Skill

Bard is now ranked B+ in dagger skills.

Singing, Wind, and String Instruments

Bard is now ranked B in singing, wind, and string instruments.

Red Mage

Composure

You focus on your melee strikes and gain enhanced accuracy and enspell damage. If used as a subjob, this increases many non-Red Mage skills as well.

Accuracy +15

Enspell Damage +10

Fast Cast +2%

Haste +5%

Swordplay 🆕

Red mages excel with their swords, enhancing their accuracy and evasion.

Acquired at Level 90

Evasion +20

Accuracy +20

Elemental Seal 🆕

Red mages gain the ability to focus their black magics for a better chance to hit.

Acquired at level 15.

Works exactly like BLM ‘Elemental Seal’

Stymie

Stymie now provides red mages with an additional magic accuracy buff of +250 for the next enfeebling spell.

Sword Skill

Red Mage is now ranked A+ in sword skill (it’s literally their artifact weapon… and in every picture of a red mage - they should be experts at using the sword).

Enhancing Magic Skill

Red Mage is now ranked A in enhancing magic.

Paladin

Provoke 🆕

Paladins no longer need a /WAR subjob to have Provoke. This is not class locked, allowing players to use Paladin as a subjob and acquire Provoke.

Acquired at level 5

Cover

Unlike retail, Cover does not act as an intercept, simply a hate transfer and enmity increase–similar to a “Rescue” ability found in other games.

Cover transfers 45% of the targeted player’s total enmity to the Paladin.

For the duration of Cover, the Paladin’s base enmity is increased by 20% and enmity loss reduction is reduced by -10%.

Palisade

Increases chance of blocking with a shield and eliminates enmity loss for the duration of the effect. This works similar to retail, but with a higher effect amount.

Enmity Loss Reduction: -100%

Shield Block Rate: +15%

Focus 🆕

Paladins focus their thoughts and gain more accuracy and chance of critical hit.

Acquired at level 25

Same as Monk’s focus ability.

Enmity Bonus 🆕

Paladins gain an enmity bonus to their attacks and magic.

+15 at Level 30

+30 at Level 60

+45 at Level 90

Enmity Loss Reduction 🆕

Paladins lose less enmity when they take damage.

-10% at Level 30

-15% at Level 60

-20% at Level 90

Weapon Skill Damage Bonus 🆕

Paladins do additional damage on their weaponskills to help hold aggro and give Paladins a better chance soloing.

+10% at Level 20

+12% at Level 50

Dark Knight

Nether Void

Increases the dark knight’s dark magic accuracy and dark magic attack for their spells by 50%. This is not limited to absorb spells as per retail.

This increase is augmented by Bale Flanchard and Heathen’s Flanchard up to 85%, as per retail.

Scarlet Delirium

Increase the attack and magic attack based on the player’s intelligence. This crazed state reduces the player’s accuracy by 20.

Attack Bonus & Magic Attack Bonus: (INT / 15), hard cap of +75

Summoner

Avatar’s Favor

A customized version of Avatar’s Favor has been added into the system. This short-ranged, AOE buff allows summoners to provide the party with varying buffs depending on the avatar they have summoned. On retail, these buffs are fairly tame; however, they have been bolstered to match our community and provide more utility in small group situations.

At this point in time, the “Avatar’s Favor” mods do not affect these buffs. As we evaluate the potency and tuning of these buffs over the coming weeks, we’ll determine if they can be increased or not by these mods.

Summoner and Avatar Effects

Unlike retail, Avatar’s Favor does not decrease the Blood Pact Ability Delay as it is already reduced 50% by the server’s configuration. The additional avatar perpeutation cost is set to scale and caps at +5 mp/tick cost while the ability is active at level 99.

It does, however, provide the following scaling bonuses to the summoned avatar for the duration of the buff. As this buff can be maintained, this gives players the trade off of a higher perpetuation cost vs. stronger group and avatar.

Here are the values at level 99:

Magic Attack Bonus +10

Magic Accuracy +30

Accuracy +10%

Attack +10%

Defense +5%

Party Effects

The following effects will apply to players who are nearby the avatar (within 10 units). In addition to the favor bonuses, most also provides a bolstered attribute and an elemental alignment that increase attack, accuracy, defense, and resistance to the element.

These effects do not apply to the avatar itself; however, if there are multiple summoners in the same group, multiple version of this effect can run in parallel–e.g. one with Ifrit, one with Garuda, both using Avatar’s Favor grants the party both buffs.

These bonuses are based on the Summoner’s summoning skill in the formulas below.

Carbuncle

Carbuncle provides a very powerful regen and refresh skill to the group and can be used to quickly recover or sustain through damage over time effects.

Regen skill * 0.1

Refresh skill * 0.05

Fenrir

Fenrir provides a potent magic defense and evasion bonus along with a bolster to all attributes. With enough summoning skill, Fenrir can provide a whole group with some of the best magic defense in the game.

Magic Defense (skill * 0.1)

Magic Evasion (skill * 0.1)

All Attributes (skill * 0.15)

Ramuh

Ramuh provides players with an alignment and resistance to thunder with a potent critical hit, critical damage rate increase, and DEX bonus.

Thunder Accuracy/Attack/Defense (skill * 0.15)

Thunder Resistance (skill * 0.10)

Critical Hit Rate (skill * 0.05) + 5

Critical Hit Damage (skill * 0.01) + 1

DEX (skill * 0.15)

Ifrit

Ifrit provides players with an alignment and resistance to fire with a potent Attack %, Ranged Attack %, and Double Attack bonus. These are percentage gains, not flat values!

Fire Accuracy/Attack/Defense (skill * 0.15)

Fire Resistance (skill * 0.10)

Attack +% (skill * 0.015) + 1

Ranged Attack +% (skill * 0.015) + 1

Double Attack (skill * 0.015) + 1

STR (skill * 0.15)

Shiva

Shiva provides players with an alignment and resistance to ice and a heavy hitting MAB, Magic Damage, and Magic Accuracy bonus for players.

Ice Accuracy/Attack/Defense (skill * 0.15)

Ice Resistance (skill * 0.10)

Magic Attack Bonus (skill * 0.10) + 5

Magic Damage (skill * 0.10)

Magic Accuracy (skill * 0.15)

INT (skill * 0.15)

Titan

In contrast to Fenrir, Titan provides players a a tremendous physical damage taken reduction–allowing summoners with enough summoning magic skill to provide massive damage reduction to the party along with an alignment and resistance to earth.

Earth Accuracy/Attack/Defense (skill * 0.15)

Earth Resistance (skill * 0.10)

Physical Damage Taken -% (skill * 0.01) + 2

VIT (skill * 0.15)

Garuda

Garuda provide an alignment and resistance to wind along with a powerful evasion, accuracy, and ranged accuracy bonus.

Wind Accuracy/Attack/Defense (skill * 0.15)

Wind Resistance (skill * 0.10)

Evasion (skill * 0.10)

Accuracy/Ranged Accuracy (skill * 0.07) + 5

AGI (skill * 0.15)

Leviathan

Leviathan provides an alignment and resistance to water aloing with a powerful (and rare) Cure Potency bonus for players.

Water Accuracy/Attack/Defense (skill * 0.15)

Water Resistance (skill * 0.10)

Cure Potency (skill * 0.015)

MND (skill * 0.15)

Ninja

Swordplay 🆕

Ninjas excel with their katana, enhancing their accuracy and evasion.

Acquired at Level 45

Evasion +20

Accuracy +20

Futae

Increases the Ninja’s magic attack bonus by +10 for the duration of the ability (1 minute). Futae is no longer lost on spell cast and the bonus remains for the full duration of the effect.

Issekigan

Increases the Ninja’s chance of parrying attacks by 25% and increases enmity gain by 20% for the duration of the effect.

Scholar

Scholar “Storm” Spells

All storm spells now have an extended duration based on the caster’s Composure effect (if active).

Samurai

Meditate

Provides a slight attack bonus while TP gain is active.

Swordplay 🆕

Samurai excel with their great katana, enhancing their accuracy and evasion.

Acquired at Level 80

Evasion +20

Accuracy +20

Chakra 🆕

Samurais can focus their chi and self-heal themselves, sustaining themselves in combat.

Acquired at Level 40

Self-heal, instant cast.

Works similar to Monk’s Chakra

Third Eye

Third Eye, while under the effect of Seigan, no longer has a reduced reuse timer as timers are already cut in half on Nocturnal Souls. With max merits at 75+, Third Eye’s reuse timer caps out at a 5 second. This also applies to gear bonuses intended to reduce the reuse timer of Third Eye.

Archery Skill

Samurai can now wield higher tier weaponskills with a rank B in archery.

Dancer

Curing Waltz IV and V

Now works with Dancer Lv99 being a subjob.

Calculation is (VIT+CHR)*0.55 for the stat bonus when cast as a subjob.

Dual Wield Skill

Dancers now gain an additional Dual Wield V rank trait at level 99.

Weaponskills

Unique and enhanced weaponskills with additional effects like en-spells, refresh and regen, and elemental debuffs on the target. We also unlock relic, mythic, empyrean, merit, and quested weaponskills as you level.

Unlocking Weapon Skills

Quested/WSNM Weapon Skills : All quested/NM-related weapon skills unlock when you reach skill level 230 or 250 (varies by weapon, based on the level you could acquire the quest).

Relic Weapon Skills : All relic weaponskills unlock when you reach skill level 280 of the appropriate weapon type and have the appropriate weapon equipped.